UPDATE (September 9, 2014, 2:45 PM Pacific Time)

Shortly after publishing this blog, I came across a forum post that contradicts the information presented in this blog post. As such, I will review the actual source code in the Civilization V dll, do some more testing with the game, and revise the post as necessary. In the meantime, I'll leave the unaltered post here, for posterity. I apologize for the inconvenience.

 

Civilization V

A lot of buildings in Civilization V mention that they are affected by tiles or resources "near the city", but this quality of being "near a city" is poorly-defined within the game. So what exactly does it mean? I haven't seen any in-depth articles about this topic on the web or in the game's Civilopedia, so I thought I'd outline the important bits here.

Basically, a tile is "near" a city if that city was the first city in its respective empire to claim that tile within its workable radius.

So if you have a single tile or resource that lies between two cities, and both cities' workable ranges overlap that same tile, then that tile is not "near" both cities. It is only "near" the first city that owned that tile. This means that if you go into the city management screen and assign the second city to work that tile, it may receive yield bonuses associated with any improvements or buildings that affect it (such as the stable buffing pasture resources), but the tile's contents will not be considered "near" that second city for other purposes. This includes:

  • requirement of an improved Horse or Ivory to build a Circus,
  • requirement of an improved Horse, Cow, or Sheep to build a Stable,
  • requirement of an improved Iron to build a Forge,
  • requirement of an improved Stone or Marble to build a Stone Works,
  • requirement of an improved Gold or Silver to build a Mint,
  • wonder production bonus from nearby Marble,
  • requirement that the city be adjacent to a Mountain in order to build an Observatory,
  • trade route income from resource diversity,
  • and so on...

Say you have two cities (for example Rome and Antium) whose workable ranges overlap a pastured Horse. Rome was the first city to claim the Horse tile. Rome can, therefore, build a Circus (assuming Trapping has been researched). If you go to the management screen of Antium, you can assign it to work the Horse tile (which prevents Rome from being able to work that tile), but Antium still cannot build a Circus. That is, two cities cannot build a building that requires they both have the same tile.

Civilization V - Rome has horses Civilization V - Antium doesn't have horses
[LEFT] Rome has annexed a tile containing horses and is building a Circus.
[RIGHT] Later, that tile overlaps with Antium's workable radius, but it cannot build a Circus because the horse was originally claimed by Rome.

Alternatively, if a resource is claimed by a city's culture, but is outside of a city's workable radius (four tiles or more away), then it never counts as "near" that city...

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PolyCast logo

Over the weekend of June 15, I participated in a bi-weekly Civilization podcast called "PolyCast". This episode was number 175, and it was titled "In Response to That", and focused on responding to several forum topics. The episode can be streamed in its entirety at here.

It was an interesting show, full of confusion and technical difficulties when it was broadcast live; although some of those difficulties were edited out in order to fit into the standard 1-hour format for the show archive. The show started out with difficulties getting the audio to work in the live steam, and it took us around 20 minutes to get up and running. That was a great start to the show. On top of that, I suffered several power outages at my house that disconnected me from the group chat and caused me to stumble through the show's closing sign-off. Oops. I'll do better next time.

This was my second time on PolyCast. The first time I appeared on the show, I predicted Civ V's first expansion. This show wasn't quite as prophetical (is that a word?), but I can't be Nostradamus every day!

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Civilization V

In anticipation of the upcoming Brave New World expansion pack for Sid Meier's Civilization V, I've been working on some mod projects.

Today, I published a small resource mod called "Just a pinch of salt" that adjusts the yield of the salt luxury resource. By default, salt is a very strong resource to start near, as it provides +1 food and +1 gold base yield. Since it shows up frequently on plains, these tiles give your fledgling city a 2 food, 1 production, 1 gold tile out of the gate. With the addition of a mine, the food and production yield goes up by 1.

Civ V mod - reduced-yield salt Civ V mod - Granary improves salt
Extra food from salt requires building a Granary.

This mod aims to scale back the power of salt a little bit by removing the base +1 food modifier and moving that bonus to require the construction of a Granary building. In addition to it's existing bonuses, the granary now adds the +1 food to salt.

  • Salt: +1 Gold base yield.
  • Granary: +1 Food from salt worked by the city.
Civ V mod - Max salt yield
Total salt yield after building Granary and mine.

Once you have mined the salt and built a granary in the city, the total output of the salt tile is the same as in the unmodded game.

The mod can be downloaded from Civilization V's in-game mod browser by searching for "just a pinch of salt", or through Steam by visiting MegaBearsFan's Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=145306648).

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Civilization V

In anticipation of the upcoming Brave New World expansion pack for Sid Meier's Civilization V, I've been working on some mod projects.

Today, I published a small resource mod called "Copper Buff" that improves the effectiveness of the copper resource in the game. Currently, copper is a fairly weak luxury resource, since it doesn't get buffed by any buildings in the game. This mod adjusts the Forge and Mint buildings to provide a bonus towards nearby copper as follows:

  • Forge: +1 Production from copper worked by the city.
  • Mint: +1 Gold from copper worked by the city.

Both buildings can be constructed in a city if copper is present within the city's borders.

Civ V mod - Forge improves Copper Civ V mod - Mint improves Copper
Forge and Mint improve nearby copper.

The mod can be downloaded from Civilization V's in-game mod browser by searching for "copper buff", or through Steam by visiting MegaBearsFan's Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=144822605).

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Civilization V

Now that Gods & Kings has rearranged the tech tree, I decided I would revisit my old Code of Law mod and update it for the new expansion. That updated version is now uploaded onto the Steam Workshop.

Civilization V - Code of Law mod The new Code of Law technology requires Writing and leads to Philosophy and Civil Service.
It allows Courthouses and Open Borders treaties.

The primary intent of this mod is to move the Courthouse building away from Mathematics so that players do not gain access to the building that nullifies unhappiness from city occupation at the same time that they unlock the first siege weapon. This way, overly-aggressive players who beeline to Iron Working and/or Mathematics so they can capture cities will have to take a minor detour through the culture and science path of the tech tree in order to be able to annex those cities and start using them as unit-farms.

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Grid Clock provided by trowaSoft.

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